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Returning 35 results for 'promises alert and his charm'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
Dreamwalker’s Charm. An enemy that starts its turn within 30 feet of the giant must make a DC 13 Charisma saving throw, provided that the giant isn’t incapacitated. On a failed save, the
throw, the creature is immune to this giant’s Dreamwalker’s Charm for 24 hours.Multiattack. The giant makes two Greatclub or Rock attacks.
Greatclub. Melee Weapon Attack: +10
Monsters
Thieves’ Gallery
Disarming Charm. While Forge isn’t wearing armor, his AC includes his Charisma modifier.
Double-Cross. If Forge hits a creature friendly to him with an attack roll, the attack is automatically
audacious criminal has left a trail of broken promises and false identities along the Sword Coast. He conceals flexible morals and a ready dagger behind his winning smile.
Forge enjoys the finer
Monsters
Mordenkainen Presents: Monsters of the Multiverse
spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23):
At will: charm person, detect magic, dispel magic
3/day each: darkness, dominate person
this demon lord is a warning that not all that is beautiful is good. Every plane and curve of his nine-foot-tall body, every glance of his burning eyes, promises a mixture of pleasure and pain. Graz
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Conclusion If the characters save Pangil ng Buwan, the bakunawa accompanies them back to Kalapang. Pangil ng Buwan apologizes to the townsfolk, explains the cause of the attack, and promises to aid
in restoring the town. Nimuel and Lungtian reward the characters as promised, with Lungtian bestowing the Ninuno’s Mark charm upon each of them (see “Ninuno’s Mark” below). If the party is unable to
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Conclusion If the characters save Pangil ng Buwan, the bakunawa accompanies them back to Kalapang. Pangil ng Buwan apologizes to the townsfolk, explains the cause of the attack, and promises to aid
in restoring the town. Nimuel and Lungtian reward the characters as promised, with Lungtian bestowing the Ninuno’s Mark charm upon each of them (see “Ninuno’s Mark” below). If the party is unable to
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the tower. If the tower goes on alert (as indicated in some of the encounter descriptions), all characters have disadvantage when making their group Dexterity (Stealth) checks. Sorcere Encounters d20
alert if it isn’t already. Giant Spider This giant spider crawls along the walls or ceiling. It ignores the characters unless they take hostile action against it, in which case it attacks. Invisible
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the tower. If the tower goes on alert (as indicated in some of the encounter descriptions), all characters have disadvantage when making their group Dexterity (Stealth) checks. Sorcere Encounters d20
alert if it isn’t already. Giant Spider This giant spider crawls along the walls or ceiling. It ignores the characters unless they take hostile action against it, in which case it attacks. Invisible
Compendium
- Sources->Dungeons & Dragons->Thieves’ Gallery
Forge Fitzwilliam Forge Fitzwilliam is a con artist who manipulates others with lies and flattery. The audacious criminal has left a trail of broken promises and false identities along the Sword
haven’t slaked his thirst—in fact, his ambitions only grow grander with time. Forge Fitzwilliam Medium Humanoid, Neutral Evil
Armor Class 17 (Disarming Charm)
Hit Points 110 (20d8 + 20)
Speed 30
Compendium
- Sources->Dungeons & Dragons->Thieves’ Gallery
Forge Fitzwilliam Forge Fitzwilliam is a con artist who manipulates others with lies and flattery. The audacious criminal has left a trail of broken promises and false identities along the Sword
haven’t slaked his thirst—in fact, his ambitions only grow grander with time. Forge Fitzwilliam Medium Humanoid, Neutral Evil
Armor Class 17 (Disarming Charm)
Hit Points 110 (20d8 + 20)
Speed 30
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Response Mayor Raven thanks the characters for defending her people, fearing things would have gone far worse if they hadn’t. She promises to reward the characters, but at the moment, she’s focused
also use healing magic to save a wounded villager by restoring 1 or more hit points. Any healed villager thanks their savior, giving the character a piece of jewelry or lucky charm worth 20 gp. If a
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Response Mayor Raven thanks the characters for defending her people, fearing things would have gone far worse if they hadn’t. She promises to reward the characters, but at the moment, she’s focused
also use healing magic to save a wounded villager by restoring 1 or more hit points. Any healed villager thanks their savior, giving the character a piece of jewelry or lucky charm worth 20 gp. If a
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
piercing or slashing weapon. Several of Thessalar’s prized sculptors have been lured away from the temple by Moghadam, his rival artificer, with promises of false payment to help construct the Tomb of
accompanying them to work, but the temple still remains on alert against intruders. See appendix B for Thessalar’s stat block. Who’s Who
Little is known regarding Xagy—except as a partial anagram for
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
how they regard it—as a dream. Nothing there is permanent, so nothing there is real. What happens on the surface doesn’t matter. Promises and bargains made there needn’t be honored. Life and even art
Dreamwalker’s Charm. An enemy that starts its turn within 30 feet of the giant must make a DC 13 Charisma saving throw, provided that the giant isn’t incapacitated. On a failed save, the creature is charmed by
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
piercing or slashing weapon. Several of Thessalar’s prized sculptors have been lured away from the temple by Moghadam, his rival artificer, with promises of false payment to help construct the Tomb of
accompanying them to work, but the temple still remains on alert against intruders. See appendix B for Thessalar’s stat block. Who’s Who
Little is known regarding Xagy—except as a partial anagram for
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
how they regard it—as a dream. Nothing there is permanent, so nothing there is real. What happens on the surface doesn’t matter. Promises and bargains made there needn’t be honored. Life and even art
Dreamwalker’s Charm. An enemy that starts its turn within 30 feet of the giant must make a DC 13 Charisma saving throw, provided that the giant isn’t incapacitated. On a failed save, the creature is charmed by
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
await the atropal’s apotheosis, when the downfall of civilization promises an abundance of souls to harvest. The Sewn Sisters spy on intruders from the Border Ethereal. Any character who can perceive
charm on that character. Each doll can bestow its charm once. These charms are similar to the ones described in chapter 7 of the Dungeon Master’s Guide and follow the same rules. Strawbundle’s Charm
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
await the atropal’s apotheosis, when the downfall of civilization promises an abundance of souls to harvest. The Sewn Sisters spy on intruders from the Border Ethereal. Any character who can perceive
charm on that character. Each doll can bestow its charm once. These charms are similar to the ones described in chapter 7 of the Dungeon Master’s Guide and follow the same rules. Strawbundle’s Charm
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
overview of Revel’s End, the security features on doors and hatches, and the prison’s high-alert procedure (see below). Varrin also knows the armory has a dangerous guardian, but he doesn’t know the details
. Treasure. The treasure is locked in a vault deep beneath the dwarf stronghold of Gauntlgrym. Varrin promises the characters 2 percent of whatever treasure they recover if they make it possible for
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
in turn adopting new personalities that set them apart from their ilk. The fanatics’ plan hinges on the transformation ritual, as it promises to provide the beginnings of a new mind flayer empire on
, and now his arms end in writhing tentacles that alert Hashutu of any movement or other threat that might lurk nearby. Voalsh. In a desperate bid to reclaim their autonomy, the other mind flayers of
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
overview of Revel’s End, the security features on doors and hatches, and the prison’s high-alert procedure (see below). Varrin also knows the armory has a dangerous guardian, but he doesn’t know the details
. Treasure. The treasure is locked in a vault deep beneath the dwarf stronghold of Gauntlgrym. Varrin promises the characters 2 percent of whatever treasure they recover if they make it possible for
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
overview of Revel’s End, the security features on doors and hatches, and the prison’s high-alert procedure (see below). Varrin also knows the armory has a dangerous guardian, but he doesn’t know the details
. Treasure. The treasure is locked in a vault deep beneath the dwarf stronghold of Gauntlgrym. Varrin promises the characters 2 percent of whatever treasure they recover if they make it possible for
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
could observe or climb down the rocks under cover of darkness. The camp goes on alert if the bodies of murdered sentries or cultists are discovered. One dead kobold won’t cause much alarm, but many dead
kobolds will. If the camp goes on alert, every character must make a DC 15 Charisma check. A failure means the character has been spotted as a stranger and an infiltrator. Someone raises the hue and
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
overview of Revel’s End, the security features on doors and hatches, and the prison’s high-alert procedure (see below). Varrin also knows the armory has a dangerous guardian, but he doesn’t know the details
. Treasure. The treasure is locked in a vault deep beneath the dwarf stronghold of Gauntlgrym. Varrin promises the characters 2 percent of whatever treasure they recover if they make it possible for
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
in turn adopting new personalities that set them apart from their ilk. The fanatics’ plan hinges on the transformation ritual, as it promises to provide the beginnings of a new mind flayer empire on
, and now his arms end in writhing tentacles that alert Hashutu of any movement or other threat that might lurk nearby. Voalsh. In a desperate bid to reclaim their autonomy, the other mind flayers of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
recruited from the merchant prince’s extended family or hand-picked for their loyalty and fighting prowess. These guards are always on alert against tricksters and magicians trying to gain entrance to their
master’s home, so they have advantage on skill checks and saving throws against attempts to distract, bamboozle, or charm them. The ceiling of the entryway is two stories tall. In some homes, it’s open
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, Lord Gralhund had expected his wife to fill one of the vacancies. That never happened, though, despite many promises and bribes. After she was passed over, Orond became insanely angry, and he has
he opens his mouth, his boorish nature, inflated sense of self-importance, fragile ego, and despicable opinions about “the common rabble” come to the fore, and his charm quickly dissipates. When not in
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
prepared when Gar casts charm person as a 2nd level spell, charming them both.
Round 2. Gar and the two priests swim to area 6, outside the range of the young kraken’s telepathy.
Round 3 (and 4). If
combat using his claw and Wave.
Round 4. Gar swims back.
Round 5. Upon returning to the young kraken, Gar casts charm monster on the creature. It fails its saving throw and believes Gar to be a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Rage of Demons Once the dark heart talisman is placed and the characters signal Vizeran, there’s no turning back. The waiting is the hard part. Time seems to drag as you remain alert, weapons drawn
shapeshifters, and foes of demons and their ilk. The more important thing is that he serves as a “lucky charm” for the characters when they need him. This option works particularly well if the adventurers have
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, Lord Gralhund had expected his wife to fill one of the vacancies. That never happened, though, despite many promises and bribes. After she was passed over, Orond became insanely angry, and he has
he opens his mouth, his boorish nature, inflated sense of self-importance, fragile ego, and despicable opinions about “the common rabble” come to the fore, and his charm quickly dissipates. When not in
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, Javor reminds the characters of promises they made (see the “Treasure” section). In exchange, the Uthgardt don’t bother the surviving Nettlebees. If Javor is slain before Wiggan or Bertram are, he returns
burial hall. Those who do receive a supernatural charm (see “Other Rewards” in chapter 7, “Treasure,” of the Dungeon Master’s Guide), which is a spiritual blessing that mimics a potion or spell of your
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Rage of Demons Once the dark heart talisman is placed and the characters signal Vizeran, there’s no turning back. The waiting is the hard part. Time seems to drag as you remain alert, weapons drawn
shapeshifters, and foes of demons and their ilk. The more important thing is that he serves as a “lucky charm” for the characters when they need him. This option works particularly well if the adventurers have
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
recruited from the merchant prince’s extended family or hand-picked for their loyalty and fighting prowess. These guards are always on alert against tricksters and magicians trying to gain entrance to their
master’s home, so they have advantage on skill checks and saving throws against attempts to distract, bamboozle, or charm them. The ceiling of the entryway is two stories tall. In some homes, it’s open
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
could observe or climb down the rocks under cover of darkness. The camp goes on alert if the bodies of murdered sentries or cultists are discovered. One dead kobold won’t cause much alarm, but many dead
kobolds will. If the camp goes on alert, every character must make a DC 15 Charisma check. A failure means the character has been spotted as a stranger and an infiltrator. Someone raises the hue and
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
prepared when Gar casts charm person as a 2nd level spell, charming them both.
Round 2. Gar and the two priests swim to area 6, outside the range of the young kraken’s telepathy.
Round 3 (and 4). If
combat using his claw and Wave.
Round 4. Gar swims back.
Round 5. Upon returning to the young kraken, Gar casts charm monster on the creature. It fails its saving throw and believes Gar to be a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, Javor reminds the characters of promises they made (see the “Treasure” section). In exchange, the Uthgardt don’t bother the surviving Nettlebees. If Javor is slain before Wiggan or Bertram are, he returns
burial hall. Those who do receive a supernatural charm (see “Other Rewards” in chapter 7, “Treasure,” of the Dungeon Master’s Guide), which is a spiritual blessing that mimics a potion or spell of your